Files
MinFt/Client/LocalPackages/com.neuecc.unirx/Scripts/UnityEngineBridge/Triggers/ObservableDestroyTrigger.cs
Liubing\LB 3d8d4d18f3 first commit
先修复一下,错误的场景

删除不必要的钓场资产

修复into场景

update:更新meta文件,修复报错

update:修复资源

修复第一章节建造

修复建造第三章

update:删除多余内容

update:更新README.md

update:还原图标

update:更新README

update:更新配置
2026-04-28 02:17:22 +08:00

67 lines
2.1 KiB
C#

using System; // require keep for Windows Universal App
using UnityEngine;
namespace UniRx.Triggers
{
[DisallowMultipleComponent]
public class ObservableDestroyTrigger : MonoBehaviour
{
bool calledDestroy = false;
Subject<Unit> onDestroy;
CompositeDisposable disposablesOnDestroy;
[Obsolete("Internal Use.")]
internal bool IsMonitoredActivate { get; set; }
public bool IsActivated { get; private set; }
/// <summary>
/// Check called OnDestroy.
/// This property does not guarantees GameObject was destroyed,
/// when gameObject is deactive, does not raise OnDestroy.
/// </summary>
public bool IsCalledOnDestroy { get { return calledDestroy; } }
void Awake()
{
IsActivated = true;
}
/// <summary>This function is called when the MonoBehaviour will be destroyed.</summary>
void OnDestroy()
{
if (!calledDestroy)
{
calledDestroy = true;
if (disposablesOnDestroy != null) disposablesOnDestroy.Dispose();
if (onDestroy != null) { onDestroy.OnNext(Unit.Default); onDestroy.OnCompleted(); }
}
}
/// <summary>This function is called when the MonoBehaviour will be destroyed.</summary>
public IObservable<Unit> OnDestroyAsObservable()
{
if (this == null) return Observable.Return(Unit.Default);
if (calledDestroy) return Observable.Return(Unit.Default);
return onDestroy ?? (onDestroy = new Subject<Unit>());
}
/// <summary>Invoke OnDestroy, this method is used on internal.</summary>
public void ForceRaiseOnDestroy()
{
OnDestroy();
}
public void AddDisposableOnDestroy(IDisposable disposable)
{
if (calledDestroy)
{
disposable.Dispose();
return;
}
if (disposablesOnDestroy == null) disposablesOnDestroy = new CompositeDisposable();
disposablesOnDestroy.Add(disposable);
}
}
}